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Tag Archives: automated game design

Week 311

The big thing this week was the start of a new sprint on Free Birds. Niels and Tim joined us again for copy and art respec­tive­ly, while Alper donned his devel­op­er hat, and I switched between my pro­duc­er, agile coach, and design­er roles. There’s a lot to do, as usu­al, but we’ve made good progress. […]

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Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems

“No Man’s Sky is so big, the devel­op­ers built space probes to explore it for them.” That’s from a Poly­gon report on what is prob­a­bly the most hyped videogame of the moment. The main thing that seems to fas­ci­nate peo­ple about No Man’s Sky is its exten­sive use of pro­ce­dur­al con­tent gen­er­a­tion (PCG). Put sim­ply, […]

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Week 308

Lots of work on KOKORO this week. We fin­ished the first pro­to­type and playtest­ed it with a bunch of teenagers. Received plen­ty of help­ful feed­back. We need to do a prop­er eval­u­a­tion but my first impres­sion is that our deci­sion to struc­ture the prod­uct around a con­ver­sa­tion­al UI has been val­i­dat­ed. For the remain­ing projects […]

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Week 307

Last week Kars was on some­thing of a road show trav­el­ing the length of the Nether­lands for projects old and new. At the same time I was in the stu­dio work­ing with tech­nol­o­gy. Kars went to Tilburg to pitch suc­cess­ful­ly for fur­ther fund­ing on SHIJIMI. Now that that cycle is closed we can move for­ward […]

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Week 301

Last week I processed the last of the media atten­tion for Bycatch. We now have a fair­ly hand­some list of praise in var­i­ous lan­guages at the top of the page (check it out!) with Kotaku, Killscreen, Deutsch­landra­dio Kul­tur, WIRED, NOS and Bright. We might add one or two more to that but with that it’s […]

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Week 218

Last week Kars and I went on a trip to Lon­don which was chock-full of things to do and peo­ple to meet. What had start­ed out as a vis­it to Play­ful quick­ly snow­balled out of con­trol. Take a seat, these wee­knotes are a bit longer than usu­al. We put some fin­ish­ing touch­es on our work […]

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